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Heroes of the Feywild Speculation
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<blockquote data-quote="Vicar In A Tutu" data-source="post: 5574238" data-attributes="member: 26968"><p>I just feel completely flabbergasted when I read stuff like this. Granted, I'm a DM, so the changes in Essentials haven't really affected me, but when I read for example the druid subclass (sentinal) in Heroes of the Forgotten Kingdoms, it just feels so much richer thematically. When I opened the original 4E player's handbook and was greeted by the Wall of Never-Ending Powers, it almost killed my enthusiasm for the game. When I open Heroes of the Fallen Lands (and forgotten kingdoms), I get inspired. The abilities have more <em>traction</em>, its not <u>just</u> "2W + Int damage, slide 1 square", now its also "choose one wilderness knack", or speak with animals at level x, etc. The slayer class is also a godsend, because now there is a class I can give to players who are either extremely unexperienced or are not interested in having five pages of powers to keep track of. The new direction in design has move 4E in the right direction, IMHO. The only thing left to fix - and this is the big one - is the long, long, long time it takes to run combats. Fix that, and 4E is my ideal (high-fantasy) RPG.</p></blockquote><p></p>
[QUOTE="Vicar In A Tutu, post: 5574238, member: 26968"] I just feel completely flabbergasted when I read stuff like this. Granted, I'm a DM, so the changes in Essentials haven't really affected me, but when I read for example the druid subclass (sentinal) in Heroes of the Forgotten Kingdoms, it just feels so much richer thematically. When I opened the original 4E player's handbook and was greeted by the Wall of Never-Ending Powers, it almost killed my enthusiasm for the game. When I open Heroes of the Fallen Lands (and forgotten kingdoms), I get inspired. The abilities have more [I]traction[/I], its not [U]just[/U] "2W + Int damage, slide 1 square", now its also "choose one wilderness knack", or speak with animals at level x, etc. The slayer class is also a godsend, because now there is a class I can give to players who are either extremely unexperienced or are not interested in having five pages of powers to keep track of. The new direction in design has move 4E in the right direction, IMHO. The only thing left to fix - and this is the big one - is the long, long, long time it takes to run combats. Fix that, and 4E is my ideal (high-fantasy) RPG. [/QUOTE]
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